View Full Version : Chrono-Mage

2011-04-07, 10:20 AM
I posted a while back an enquiry about a class based around time manipulation and was advised to look at this linkhere (http://www.tgdmb.com/viewtopic.php?p=140562)

I was really inspired by this, but the more I looked at it, the more I felt that it was overpowered. So i had a go at reworking this homebrew myself. I've based it around a warlock idea so hopefully it would be of similar power. I havent roadtested it yet, but was wondering what people's comments were.

This is the first time i've attempted to homebrew anything, or indeed entered the Homebrew forum on gitp, so please be gentle with me - also, mods, apologies if I have posted incorrectly - as i say, i'm new to this!


“Life is all about timing... the unreachable becomes reachable, the unavailable become available, the unattainable... attainable. Have the patience, wait it out, it's all about timing.”

“You may delay, but time will not.”

Alignment: Non-lawful and non-chaotic
Hit Dice: d8
Skill Points: 4+Int
BAB: Medium
Proficiencies: Simple Weapons and Light Armour. A Chrono-Mage can use light armour with no spell failure chance.
Class Skills: Balance, Concentration, Disguise, Hide, Jump, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Listen, Search, Sense Motive, Spot

Level BAB Fort Ref Will Special Speed Bonus
1st +0 +2 +2 +0 Fast Movement, Chrono-Blast 1d6+Wis, +10ft
2nd +1 +3 +3 +0 Blur, Temporal Deprivation +10ft
3rd +2 +3 +3 +1 Chrono-Blast 2d6+Wis, Chrono-Trigger +10ft
4th +3 +4 +4 +1 Time Warp, Déjà Vu +10ft
5th +3 +4 +4 +1 Chrono-Blast 3d6+Wis, Temporal Reversal 1, Age Manipulation (old) +20ft
6th +4 +5 +5 +2 Fleet of Foot +20ft
7th +5 +5 +5 +2 Chrono-Blast 4d6+Wis, Time Theft +20ft
8th +6/+1 +6 +6 +2 Temporal Reversal 2, See it Coming +20ft
9th +6/+1 +6 +6 +3 Chrono-Blast 5d6+Wis +30ft
10th +7/+2 +7 +7 +3 Regress Injuries, Age Manipulation (young) +30ft
11th +8/+3 +7 +7 +3 Chrono-Blast 6d6+Wis, Temporal Reversal 3 +30ft
12th +9/+4 +8 +8 +4 Stasis Field +30ft
13th +9/+4 +8 +8 +4 Chrono-Blast 7d6+Wis, Age of Dust +40ft
14th +10/+5 +9 +9 +4 Ageless, Temporal Reversal 4 +40ft
15th +11/+6/+1 +9 +9 +5 Chrono-Blast 8d6+Wis, Time Regression, Timestop +40ft

Class Features:

Fast Movement (Ex):
Starting at 1st level, a Chrono-Mage in light or no armour is able to manipulate the temporal field around himself and gains an enhancement bonus to his speed as shown on the table. A Chrono-Mage travelling in medium armour halves this bonus. A Chrono-Mage travelling in heavy armour loses this extra speed.

Chrono-Blast (Sp):
At 1st level, a Chrono-Mage gains the ability to blast foes with a ray of raw temporal energy, warping their bodies as some cells age, others regress to when they were injured or not yet formed. This is a Standard action to call forth, and has a maximum range of 60ft as a Ranged Touch Attack. It deals 1d6 + Wis untyped damage, improving as the Chrono-Mage advances in levels as shown in the table. Spell level is one half the Chrono-Mage’s class level.

Chrono-Trigger (Ex):
The Chrono-Mage may treat any of the following spells as being on his class list for the purpose of activating spell-trigger items:
Animal Growth, Arcane Lock, Blink, Clone, Contingency, Cure (any) Wounds, Death Knell, Delay Poison, Destruction, Dimensional Lock, Diminish Plants, Disintegrate, Erase, Expeditious Retreat, False Life, Featherfall, Foresight, Gentle Repose, Harm, Haste, Heal, Inflict (any) Wounds, Knock, Legend Lore, Make Whole, Mending, Moment of Prescience, Open/Close, Permenancy, Plant Growth, Purify Food and Drink, Raise Dead, Regenerate, Rusting Grasp, Simulacrum, Slay Living, Slow, Temporal Stasis, Timestop, Undeath to Death

Blur (Ex):
At 2nd level, the constant manipulation of the temporal field around the Chrono-Mage causes his outline to start to appear blurred. The Chrono-Mage can use the spell Blur as a spell-like ability. This lasts for 24 hours and can be turned on or off as a standard action.

Temporal Deprivation (Sp):
At 2nd level, the Chrono-Mage gains the ability to muddle people's brains, depriving them of temporal perception so they miss events that happen around them. As a Standard action, designate one opponent in Close range. That opponent must make a Will save (DC 10 + half level + Wis) or be Dazed for 1 round. This ability is usable at will.

Time Warp (Sp):
At 3rd level, the Chrono-Mage gains the ability to alter time for individuals. He may duplicate a Slow or Haste effect, although only one use of it may be in effect at a time (so he may be Hasted, or an ally may be Hasted, or an enemy may be Slowed). The save DC is 10 + half level + Wis. This ability can be used 1 + Wis times per day.

Deja Vu (Su):
At 4th level, the Chrono-Mage gains the ability to hop back in time. As an Immediate action, he may teleport to any square he inhabited in his previous turn, providing it is currently unoccupied. This ability can be used 1 + Wis times per day.

Temporal Reversal (Su):
Starting at 5th level, the body of the Chrono-Mage slowly starts to revert back to times when it was uninjured. He gains Fast Healing 1, which increases by 1 for every 3 class levels.

Age Manipulation (Sp):
Starting at 5th level, the Chrono-Mage gains power over manipulating age. By modifying his Chrono-Blast, he may manipulate the ages of targets up to 60' away with a Standard action. In addition to the Chrono-Blast damage, the target is subject to the following. This ability is usable at will.
(Old) They must pass a Fortitude save or the target ages and is rendered Blind, Deaf and Fatigued.
(Young) At 10th level the Chrono-Mage develops this ability in order to reduce people’s age; the target is treated as one size category smaller and suffers a -6 penalty to Strength and a -4 penalty to Dexterity and Constitution.

Either effect lasts for one round per level. Used on Immortal creatures without age, it has no effect. Used on Dragons, Young temporarily reduces them by 1 Age Category (minimum Wyrmling), and Old has no effect.

Fleet of Foot (Su):
At 6th level, the Chrono-Mage starts to move incredibly fast. He may move half his movement speed by spending a Swift action. This movement provokes no attacks of opportunity. This ability can be used 1 + Wis times per day.

Time Theft (Sp):
At 7th level, the Chrono-Mage can target an individual and attempt to steal time from them to add to himself. As a Swift action, he may designate a target in Close range and state what kind of action he is attempting to steal from them. The target must then make a Will Save (DC depends on what action he attempts to steal) or loose that action in their forthcoming round, whilst the Chrono-Mage gains that action for this round, in addition to whatever actions he has remaining.
Move-equivalent action: DC = 10 + level + Wis
Standard action: DC = 10 + half level + Wis
Full Round action: DC = 10 + Wis

See it Coming (Ex):
At 8th level, the Chrono-Mage foresees most attacks before they arrive. He may add his Wis mod as a Resistance bonus on saving throws, and as an Insight bonus to Armour Class.

Regress Injuries (Sp):
At tenth level, the Chrono-Mage learns how to make the body revert to a time where it was less injured. He may cast Heal and Regenerate each, once per day, as spell-like abilities.

Stasis Field (Su):
At 12th level, the Chrono-Mage emanates an aura that places those nearby into stasis, though it can be suppressed at will. The aura extends out to a 15' radius, and anyone caught in the aura must immediately make a Fort save (DC 10 +half level + Wis) or be caught in it. Every round they are still in the effect, they must save again (whether affected already or not - every round is a new chance to break free, or to be trapped).
A target who fails the save immediately ages one year (physically), and can perform no actions during that round, however they can also not be affected by any creature or effect, except for the Chrono-Mage and the effects he generates. Those taken to the end of their life by this effect appear normal until the aura leaves their occupied space, where they immediately drop dead (or turn to dust).

Age of Dust (Sp):
At 13th level, the Chrono-Mage gains the ability to age things not only to death, but to the point where they have turned to dust. This is a spell-like ability that functions as the spell Destruction, except it must be a melee touch attack as opposed to ranged. If successful, the target must make a Fort save (DC 10 + half level + Wis) or be reduced to dust. This ability is usable at will.

Ageless (Ex):
At 15th level, the Chrono-Mage becomes permanently "Adult", never growing older and suffering the penalties for ageing. Bonuses are also not gained and the character will never die of old age.

Time Regression (Sp):
At 15th level, the Chrono-Mage can cast the Time Regression psionic power as a spell-like ability. You regress apparent time 1 round into the past. In effect, you “replay” the previous round of activity. This ability regresses time to the point along the time stream just prior to your previous turn, undoing the effects of everyone else’s actions in the meantime. Once you have used Time Regression, only you retain knowledge of what happened during the round that is being replayed; however, you can communicate that knowledge verbally to your companions, if desired. During the round that you live through a second time, you can act on knowledge you previously gained by already living through the immediate future. This ability can be used 1 + Wis times per day.

Timestop (Sp):
At 15th level, the Chrono-Mage gains the ability to cast Time Stop as a spell-like ability. Additionally, whenever Time Stop is cast within 100' of him, he is still subject to the benefits of the effect, leaving him and the caster in their own personal timeframe, still able to affect one another. This ability can be used 1 + Wis times per day.

2011-04-07, 10:58 AM
Made the table all pretty:

{table=head]Level|BAB|Fort Save|Refl Save|Will Save|Special|Speed Bonus
1|+0|+2|+2|+0|Fast Movement, Chrono-Blast 1d6|+10'
2|+1|+3|+3|+0|Blur, Temporal Deprivation|+10'
3|+2|+3|+3|+1|Chron Trigger, Chrono-Blast 2d6|+10'
4|+3|+4|+4|+1|Time Warp, Déjà Vu|+10'
5|+3|+4|+4|+1|Temporal Reversal 1, Age Manip (old), Chrono-Blast 3d6|+20'
6|+4|+5|+5|+2|Fleet of Foot|+20'
7|+5|+5|+5|+2|Time Theft, Chrono-Blast 4d6|+20'
8|+6/+1|+6|+6|+2|Temporal Reversal 2, See it Coming|+20'
9|+6/+1|+6|+6|+3|Chrono-Blast 5d6|+30'
10|+7/+2|+7|+7|+3|Regress Injuries, Age Manip (young)|+30'
11|+8/+3|+7|+7|+3|Temporal Reversal 3, Chrono-Blast 6d6|+30'
12|+9/+4|+8|+8|+4|Stasis Field|+30'
13|+9/+4|+8|+8|+4|Age of Dust, Chrono-Blast 7d6|+40'
14|+10/+5|+9|+9|+4|Ageless, Temporal Reversal 4|+40'
15|+11/+6/+1|+9|+9|+5|Time Regression, TimeStop, Chrono-Blast 8d6|+40'[/table]

No other comments at the moment ;p